The Golden Pegasus

Game Master Sai Ling

Player's Map

Cueta's Resource Tracking Spreadsheet


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LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Vallen would prefer not to be killed in his sleep by angry, hungry people, or engage in any duels. He still has sculptures to make and blacksmithing to do, after all.


male Dwarf barbarian 3
Vallen Silverclasp wrote:
Vallen would prefer not to be killed in his sleep by angry, hungry people, or engage in any duels. He still has sculptures to make and blacksmithing to do, after all.

Duels should definitely be against the law. Duels are private feuds that should either be settled without bloodshed or taken to the regular justice system.

To me trial by combat should be a secondary option, to be used when one side or the other feels like they are being misled or framed. Thus it should always be to the death and while the person calling for trial by combat cannot have someone else fight, the other side can. This should prevent a good fighter from just calling for trial by combat whenever they are accused of something.


Indubitably Never 3d6

I assume we're going to find reason for Zoriya and Tomag to be added to the council.

Also, Tomag and Zoriya, you have 100gp each of capital that can be put into play when you're ready. If that's already been done, I apologize, I'm still settling into my ordinary life, so I've been reading a bit less closely than I probably should.

Oh yeah, Tomag, do you have any thoughts on your secondary character? I built the original groups 2PCs and in the interests of fairness, I will build you and Zoriya's, but I'm certainly open to guidance/suggestions.


Male Half-orc Expert 1/Inquisitor (Preacher) 2 [ HP: 22/22 | AC: 16 T: 11 FF: 15 | F: +5 R: +1 W: +7 | Init: +5 Perc: +8 | 1st: 3/3 | Judgment: 1/1 ]

I think we decided I was gonna spend the capital on another garden. Preferably close to where ever Tomag's going to be living in the village. :)

As far as an NPC goes, I'm not sure. I think Tomag will be more inclined to go out than stay put in the village (as he's going to be rather proactive in helping out) so an NPC that can take care of stuff in town will likely be the best bet. Beyond that, not really sure.


Female Human 1 Aristocrat / 2 Witch | HP 19 / 21 | AC 12; Touch 12; Flat Footed 10 | CMD 13 | Fort +1; Ref +2; Will +5 | Init +6 | Perception +6

Yeah, the garden is the smartest place to put those resources. Preferably away from where Zoriya is going to be living, she doesn't know a dang thing about not killing plants. ;)

On PC2, I was talking to Hassan and it came up that it might be kind of neat if we had a halfling expert (*cough*slave*cough*) from the Keleshite party show up. She could fill in for practical skills Zoriya lacks in Newspring? And provide some moral dilemmas, what with still technically belonging to people overseas.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

If you two could use your 100gp to purchase 5 labor each, it would definitely help building some gardens. To get you feet wet, here's what you can do-

Head to our Resource Tracking Spreadsheet

This is where we keep track of everything. Population, food log, construction projects, NPC and exploration notes. We plan out adventures and use the spreadsheet as a battle map when needed. We keep it up to date as a group. I mostly keep track of the capital, building projects, and adventure tracker. Cueta pays most attention to the food, population and npcs, but we all chip in.

Head to the tab that says Capital. You will find our names near the top, and then a list of our "gold" and our current capital. It's "gold" because we have no mint/central currency and our money is represented in favor trading and bartering.

Please put your leftover gold in the gold spot, and whatever capital you choose to buy with your 100gp. When the next day rolls around, we can use your labor (if you choose to buy it) to begin the construction of two gardens using our combined party capital.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:
Just remember, KuwAyta (phonetic guess at Spanish Cueta, and MelIYa for the sister) that I'm a good-for-the-goose type GM, who won't use certain tactics against PCs because I (not my NPCs) consider them unfriendly. Once the precedent is set, however, it's open season.

I don't think you have to worry about Cueta sneaking into the Thayers' tent and murdering them while they sleep. I just meant that she sees fair fights as thing best avoided if at all possible. Similar thing with the Kuru charge - that shield wall was exactly the wrong thing to do in Cueta's mind. She'd much rather pitch a running battle of attrition and stealth (but to be clear, I as a player loved the Kuru charge!). She's simply a creature of her past, part of an Ijo culture that fights skirmish style, part of a pirate privateer culture that doesn't fight fair, and part of a Chelish culture that fights with words and proxies.

She also doesn't really see Edmund as a threat at this point. He may have gotten under her skin, and Cueta doesn't like him, but she's quick to let things go. She is concerned about her sister being so close to the Thayers, but Deeshka's mostly allayed that fear.

Then there's her complicated relationship with men. I figure most every man she's known as an adult has been a slave, a privateer/pirate type, or well-off Chel. In other words, she's probably not met many well-adjusted men, or had any healthy relationships. Though she'd never admit it, even to herself, Cueta probably really wants to f~~* Edmund more than fight him.

DM Nerk wrote:
Muahahaha.

Yeeeeeeeeeeessssssssssssssssssss!!!!!!!

I don't mind if your NPCs fight dirty. This New World is a dirty place.


Male Half-orc Expert 1/Inquisitor (Preacher) 2 [ HP: 22/22 | AC: 16 T: 11 FF: 15 | F: +5 R: +1 W: +7 | Init: +5 Perc: +8 | 1st: 3/3 | Judgment: 1/1 ]

Bah. Can't seem to log into my google account right now. I'll add my gold/capital to the google document later tonight, after work.

Also, Tomag's probably gonna wait for Zoriya to address the council first, because she always seems to phrase things better than he would. He'll try and fill in any gaps after she finished.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Gah, sorry again guys, kind of a crazy week.

I don't think trail by combat is really applicable in a lot of cases so I'm not sure it should be the main means of judgement but it would be cool to have the option, at least when dealing with personal grievances. Kal'Tos seems to have it about right for the implementation.

Doesn't necessarily need to be to the death either, though that should certainly be an option should those involved desire it. Continuing until either your opponent yields or is unable to continue should suffice.

------

I'll keep the warning in mind Nerk, makes me rather glad Gair has a sense of honor, unusual though it might be to some of the southerners ;)


male Dwarf barbarian 3

Gair you seem a little bi-polar with 5 posts back and forth between yourself.


Male Half-orc Expert 1/Inquisitor (Preacher) 2 [ HP: 22/22 | AC: 16 T: 11 FF: 15 | F: +5 R: +1 W: +7 | Init: +5 Perc: +8 | 1st: 3/3 | Judgment: 1/1 ]

Makes for good readin'. ;)


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Kal'Tos wrote:
Gair you seem a little bi-polar with 5 posts back and forth between yourself.

Ha! I love it! I got in a smaller exchange with Sorala a while back. It can be a dangerous loop, Gair...


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Lol, I know. Just wanted to get as much up as I could and holding a conversation with myself was the best way. Plus, Gair and Hassan could use a little tension :P


Indubitably Never 3d6

Zoriya has requested a skillful halfling that isn't part of the Sandlock contingent, so I'll say the other sailor from the Lady of the Waves was a halfling and roll that up. Tomag hasn't helped at all, so I'm inclined to give him a punitively useless character. I'm kidding, actually, but it'll tend towards the generic.

Unless you want to play Zik, the slightly spastic teenage gnome who nearly got his head split in two by the first kuru we met.

This is slightly more urgent now that Zoriya and Tomag are leaving the town.


male Dwarf barbarian 3

To me, it would be good if the first adventure with the new people had all our primary PCs on it.


Male Half-orc Expert 1/Inquisitor (Preacher) 2 [ HP: 22/22 | AC: 16 T: 11 FF: 15 | F: +5 R: +1 W: +7 | Init: +5 Perc: +8 | 1st: 3/3 | Judgment: 1/1 ]

I'm not so good at spastic.

As far as what I actually want the NPC to do, not a clue. I honestly figure somebody who's a farmer would be a good idea. The ability to take care of the village by growing food and helping out with manual labor is always welcome in situations like this.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

True enough Tomag but I feel you'll want someone who has reason to be involved in the major events around Newspring. A farmer is useful to the community but not generally someone people might call upon when trouble strikes.

Kal'Tos may have a point. So far we are on the right track, Sorala being the only exception. While I wouldn't mind having her along, Vallen and Zoriya should be able to handle the diplomatic end of things and it makes as much sense for Ceuta to come along.

On a side note: Damn! I had thought your name would be pronounced more along the lines of "Seta" :P


Female Human 1 Aristocrat / 2 Witch | HP 19 / 21 | AC 12; Touch 12; Flat Footed 10 | CMD 13 | Fort +1; Ref +2; Will +5 | Init +6 | Perception +6

Ohhh, a sailor! That could go so many great places. Thank you, Nerk :)

Tomag, have you considered someone like a teamster leader or craftsman? A person who might not necessarily be hugely martially skilled, but still someone who commands respect among people for his/her talents?


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I'd like Sorala to come along as linguistic backup. You know my diplomacy and linguistic checks have been horrid in the past! Vallen will have Comprehend Languages prepared as well, which at this point lasts 20 minutes a level. So Sorala isn't 100% necessary, it's up to Cueta really.

Also I will be visiting family starting Wednesday until Sunday. I may have to be DMPC'd for the hob encounter unless we get attacked along the way.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:
Cueta, I hate to be nit-picky, but I think you may have overlooked the penalty on foraging in the Newspring hex, which currently stands in the neighborhood of -20.

Hey Nerk, thanks for the catch on the foraging. I took the ruling below a bit out of context - I see now that people with the survival skill will still take the foraging penalties (I somehow made the logical leap that the skilled hunters/gatherers/fishers were still able to get out of the land what your average Newspring forager can not).

DM Nerk wrote:
@ Cueta ... Like how knowing how to drive doesn't help with knowing which wild plants are safe to eat, Profession: Sailor does not allow you to make Profession: Fisherman rolls. I would say that it would allow you to make survival rolls to fish, and thereby escape the increasing penalties for foraging in the hex. If you load up the boats with a dozen or so people, those penalties may start kicking in.

Could I retcon to say that Cueta spent the evening fishing, as I originally planned to have her do in an earlier post? I just used the bullfrogs for flavor (and if you've ever been gigging, they're really difficult creatures to catch - I figured that those croaks would be maddeningly just out of reach to the common Newspring forager).


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

The best part about frog gigging is you get to use a trident.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
I'd like Sorala to come along as linguistic backup. You know my diplomacy and linguistic checks have been horrid in the past! Vallen will have Comprehend Languages prepared as well, which at this point lasts 20 minutes a level. So Sorala isn't 100% necessary, it's up to Cueta really.

From an ooc perspective, Cueta: diplomacy +7, linguistics +5, survival +6, handy in a fight and has a map-making kit. Sorala: diplomacy +0, linguistics +10, survival +1, BAB+0, 6 hps, a and club.

From an IC perspective, I have a character arc for Sorala that I'm building up to that is going to tether her to the tiger oak tree until her retraining is done, which I hoped to really get going in a couple of days, after she's earned another couple of labor.

Cueta also likes being out in the world, and is eager to meet new cultures. So, I think that from story and character reasons, as well as mechanical reasons, it makes sense for Cueta to go diplomancing.

Vallen, one of these days that diplomacy roll has to work out! Who's not to say as well that the goblins don't have someone with the linguistic skill that can also aid another on any checks?

@ Nerk, given enough time, can we take 10 on a linguistics check to start figuring out the different dialects? If nothing else, this would give Vallen toddler-like communication with the hobs.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
The best part about frog gigging is you get to use a trident.

Ooohhh... Cueta totally needs a trident. Time to talk to Stonejaw Horn'Tos...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
True enough Tomag but I feel you'll want someone who has reason to be involved in the major events around Newspring. A farmer is useful to the community but not generally someone people might call upon when trouble strikes.

What about Vada Medeo? He was fluffed as a kind of survivally-type, good as a farmer and a forager/hunter. He was the guy that ran to Newspring with news of the bear that Hassan and Istiel took down, if I recall correctly.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

It's up to you who you take, really.

Once the forge is complete Vallen will have a +10 to weaponsmithing, armorsmithing, and +11 blacksmithing. He'll mostly be making tools (generating GP) but custom orders from himself or Horn'tos are welcome.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Sounds good Ceuta, I rather like having you along anyway :)

So Sorala will decline and I think we're about good to wrap up the meeting, no?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

We still have to address the Sandlocks and the foragers - whether they leave immediately for hex 15C. For the record, I think we send them en masse, and if the hobs have a problem with it then we make it part of the negotiations.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
Once the forge is complete Vallen will have a +10 to weaponsmithing, armorsmithing, and +11 blacksmithing. He'll mostly be making tools (generating GP) but custom orders from himself or Horn'tos are welcome.

Nice! you going to put together a craftspeopledwarf team for smithing?


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

We have to send out the foragers, there isn't a choice really. The problem is if there are two tribes of hobs, one murder-happy tribe in 15C and not so murdery in 14D


Male Half-orc Expert 1/Inquisitor (Preacher) 2 [ HP: 22/22 | AC: 16 T: 11 FF: 15 | F: +5 R: +1 W: +7 | Init: +5 Perc: +8 | 1st: 3/3 | Judgment: 1/1 ]
Cueta Guiding Star wrote:
Gair Hearthseeker wrote:
True enough Tomag but I feel you'll want someone who has reason to be involved in the major events around Newspring. A farmer is useful to the community but not generally someone people might call upon when trouble strikes.
What about Vada Medeo? He was fluffed as a kind of survivally-type, good as a farmer and a forager/hunter. He was the guy that ran to Newspring with news of the bear that Hassan and Istiel took down, if I recall correctly.

That actually sounds pretty fantastic. I'd be down for grabbing that fellow for my NPC, if it's cool with you, Nerk. :)


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
Cueta Guiding Star wrote:
Nice! you going to put together a craftspeopledwarf team for smithing?

Wow I completely forgot about my masonry team. That's embarrassing I haven't been adding their +4 to my checks to generate gp.

A smithing team would certainly be helpful, I'll probably work on that after the gardens.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
We have to send out the foragers, there isn't a choice really. The problem is if there are two tribes of hobs, one murder-happy tribe in 15C and not so murdery in 14D

I think we would have found evidence of a murder-tribe in 15c if it were the case. Campsites, a village, or something. We did follow the tracks to 14d from the murder site, so even if there are two tribes, they may both be operating out of 14d.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6
Vallen Silverclasp wrote:
We have to send out the foragers, there isn't a choice really. The problem is if there are two tribes of hobs, one murder-happy tribe in 15C and not so murdery in 14D

I don't think the murder-happy hobs are based in 15C. We would have found them during our exploration if that were the case. I'm pretty sure it was some sort of raiding group or something that came across the first exploration team.

I's a bit of a risk but we do need to send out the foragers tomorrow. We just don't have any alternatives.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I think the explorers met the hobs in 15c (the same hobs we met, or the same tribe, and under similar circumstances, camped at night). The hobs tried to make contact but communication was difficult or not attempted under the assumption by the explorers that they were under attack. A fight broke out, and the explorers were killed.

Doesn't explain why V's body ended up in that gully though...


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Mysteries wooOOOOooooooOOOoooo..... Just like how we still don't know what exactly Sofiya was doing with her dad...

It's probably more likely it's the same tribe that did all this, but we'll find out. We may never figure out what happened with V though.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'm not so sure, I feel like the hobs would have been more hostile if the explorers had attacked them. Having killed all of of our explorers suggests a level of aggression I wouldn't expect if the hobs were simply trying to talk to them.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

It was never specified what the explorers brought with them, other than the elves having shortbows. Nerk said Istiel noticed they didn't have any camping equipment, which means they could have had a pot or something, but we don't know that. Regardless, it was taken from them.

If we find hobs with steel-tipped arrows, we'll know it was them. We don't know if they can make bows or not at this point, but it's a possibility.


Male Half-orc Expert 1/Inquisitor (Preacher) 2 [ HP: 22/22 | AC: 16 T: 11 FF: 15 | F: +5 R: +1 W: +7 | Init: +5 Perc: +8 | 1st: 3/3 | Judgment: 1/1 ]

Okay, finally fixed up my part of the spreadsheets in regard to labor and stuff.

Sorry it took so long. D:


Indubitably Never 3d6

Wow. 24 posts here.

Tomag: Vada Medeo is yours. I actually like that quite a lot, since I had a plan in mind for him to gain significance that I utterly dropped. That happens a lot in a campaign with so many NPCs that a spreadsheet is required.

Vallen: Your craftspeople team doesn't add +4 to your roll. They make their own roll separately at +4.

Explorers: Thoroughly exploring a hex 100+ square miles in size in two days never struck me as terribly realistic, but the rules say so, and it moves the game along, and fireball. I'm not going to say you've explored a hex and then later tell you you missed something as significant as a tribe of hobgoblins. That falls into the a**hole GM category, in my book.

Cueta: yes, fishing is fine.

Contest: "I was attacked by a coked up whore and a f***ing crazy dentist"
Name that movie without looking it up on the interwebz and win!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
DM Nerk wrote:
Vallen: Your craftspeople team doesn't add +4 to your roll. They make their own roll separately at +4.

Oh that's even worse, so much wasted income... I shall remember from now on!

Though I believe Gair was adding his soldier team bonus to his soldier rolls as well, so I guess we were both doing it wrong.

Quote:

Contest: "I was attacked by a coked up whore and a f***ing crazy dentist"

Name that movie without looking it up on the interwebz and win!

No idea!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:

Contest: "I was attacked by a coked up whore and a f***ing crazy dentist"

Name that movie without looking it up on the interwebz and win!

I couldn't name it without looking it up. Good movie! I like a lot of that director's other works as well.


Female Human 1 Aristocrat / 2 Witch | HP 19 / 21 | AC 12; Touch 12; Flat Footed 10 | CMD 13 | Fort +1; Ref +2; Will +5 | Init +6 | Perception +6

It makes me think of Little Shop of Horrors, but that's not right...


Indubitably Never 3d6

People will pay you to be inhumane!


Female Human 1 Aristocrat / 2 Witch | HP 19 / 21 | AC 12; Touch 12; Flat Footed 10 | CMD 13 | Fort +1; Ref +2; Will +5 | Init +6 | Perception +6

Yes! Love that guy. (It is one of my favorite musicals...)

So, labour-wise, once I convert my capital into 5 labour I can just stick it on whichever garden I care to, or is there more to it?


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Your 5 labor is capital. When the next day rolls around we will take 5 goods (split among us) and 4 of your labor and construction on the garden will begin. 12 days later it will be complete and start churning out 3.6 food a day.

Farms produce 5 food a day but they cost 15 goods and 15 labor to create, and take longer to build. So we've settled for making gardens instead, which produce 3.6 food a day and only take 5 goods and 4 labor AND can be upgraded to a Greenhouse. Gair realized this a long time ago but no one listened :p


Indubitably Never 3d6

That's it. Once you have earned the capital and paid the gp cost for it, you just say you're spending it, and construction starts. The 100 gp worth that you start with is ready to be put into play.

It's an abstraction, but you figure the goods is the physical material, the labor is the actual work people do, and the influence is who you have to know to get it done, etc. While mechanically, it just happens, we can imagine the people of Newspring clearing plots for gardens, cutting trees and building the longhouse, hauling rocks to build walls, etc.


Female Human 1 Aristocrat / 2 Witch | HP 19 / 21 | AC 12; Touch 12; Flat Footed 10 | CMD 13 | Fort +1; Ref +2; Will +5 | Init +6 | Perception +6

So starting the gardens will be simultaneously/concurrent with our departure for hobgoblin territory? I've never played with downtime rules before in the depth this campaign has.

Anyway, updated the spreadsheet! Hopefully adequately.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Correct, construction will begin as we leave. Then it just kind of builds itself. As Nerk said, it's an abstraction.

Tomorrow we will also make our downtime rolls for the day, which are used to generate gp or generate capital at the cost of gp. We can go over that when the next day happens.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Updated our "Adventure Tracker" spreadsheet tab. Included is a column for what we want and what we have to offer. Of course, if there is anything I'm missing, please update it.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Can it be operation Cravings and Hobs? Or perhaps Operation Hob and Beans?

I don't think we'll need to negotiate about the iron, it's clear they don't know how to work it. It's just rocks to them. If we get permission to forage they won't care if we carry around some rocks.

If things go well we can see if we can make some small trades for food on the spot, show them we're good for it.

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